Basic Math - The Failure of Diablo Melee
#95
(06-03-2012, 09:29 AM)Sirian Wrote: This wasn't about dying. I never once did any dying against trash mobs, which is the situation I analyzed. There wasn't much dying against boss packs either, except for certain spiky trait combos. The problem is what I had to do to avoid dying: it wasn't very much fun. The low gear I had is what makes my analysis relevant, because gear level wasn't masking the other game mechanics. And I came up FAR short of posting that the whole game is fail.

The gear is a part of the game mechanics, Sirian. You wouldn't have had to have run away to avoid dying, if you had chosen your gear properly. If the game were designed for people walking around with half the health they should be walking around in just from regular drops, crafting, and vendor opportunities, then the game would be incredibly unblanaced.

Quote:I'm more disappointed with how unproductive my thread became than I am with the cracks in D3. An honest discussion on a topic like this was the main attraction for me here. Oh well. Never mind then.

No, Sirian. It has been quite productive. You proposed taking potions off cooldowns as a way to solve the barbarian and monk problems later in the game. I explained to you exactly why Blizzard made the choice they made and why doing so would be a bad idea. Simply recognize that the potion idea was not a good one, and that would be progress.

Now, I made a positive suggestion in post #19 of this thread and discussed some bad choices that people have suggested. Reread that post and feel free to critique that one suggestion and make some suggestions of your own on how some Barbarian and Monk skills could be altered that would both make the gameplay interesting and allow the classes to have the survivability they need.
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RE: Basic Math - The Failure of Diablo Melee - by MongoJerry - 06-03-2012, 10:18 AM

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